Files
DanhengServer-OpenSource/GameServer/Game/GridFight/Component/GridFightBasicComponent.cs
2025-12-07 12:27:21 +08:00

221 lines
7.3 KiB
C#

using EggLink.DanhengServer.Data;
using EggLink.DanhengServer.GameServer.Game.GridFight.Sync;
using EggLink.DanhengServer.GameServer.Server.Packet.Send.GridFight;
using EggLink.DanhengServer.Proto;
using EggLink.DanhengServer.Proto.ServerSide;
namespace EggLink.DanhengServer.GameServer.Game.GridFight.Component;
public class GridFightBasicComponent(GridFightInstance inst) : BaseGridFightComponent(inst)
{
#region Fields & Properties
public const uint MaxHp = 100;
public GridFightBasicInfoPb Data { get; set; } = new()
{
CurHp = 100,
CurLevel = 3,
MaxAvatarNum = 3,
BuyLevelCost = 4,
CurGold = 0,
MaxInterest = 5,
MaxLevel = 10
};
#endregion
#region Data Management
public async ValueTask<Retcode> UpdateGoldNum(int changeNum, bool sendPacket = true, GridFightSrc src = GridFightSrc.KGridFightSrcNone)
{
if (changeNum < 0 && -changeNum > Data.CurGold)
{
return Retcode.RetGridFightCoinNotEnough;
}
Data.CurGold = (uint)(Data.CurGold + changeNum);
if (sendPacket)
{
await Inst.Player.SendPacket(new PacketGridFightSyncUpdateResultScNotify(new GridFightGoldSyncData(src, Data)));
}
return Retcode.RetSucc;
}
public async ValueTask<Retcode> UpdateLineupHp(int changeNum, bool sendPacket = true, GridFightSrc src = GridFightSrc.KGridFightSrcBattleEnd)
{
Data.CurHp = (uint)Math.Min(Math.Max(Data.CurHp + changeNum, 0), MaxHp);
if (sendPacket)
{
await Inst.Player.SendPacket(new PacketGridFightSyncUpdateResultScNotify(new GridFightLineupHpSyncData(src, Data)));
}
return Retcode.RetSucc;
}
public async ValueTask<Retcode> BuyLevelExp(bool sendPacket = true)
{
if (!GameData.GridFightPlayerLevelData.TryGetValue(Data.CurLevel, out var levelConf) || levelConf.LevelUpExp == 0)
return Retcode.RetGridFightGameplayLevelMax;
// COST
if (await UpdateGoldNum((int)-Data.BuyLevelCost, false) != Retcode.RetSucc)
return Retcode.RetGridFightCoinNotEnough;
return await AddLevelExp(4, sendPacket);
}
public async ValueTask<Retcode> AddLevelExp(uint exp, bool sendPacket = true)
{
var upperLevels = GameData.GridFightPlayerLevelData.Values.Where(x => x.PlayerLevel >= Data.CurLevel)
.OrderBy(x => x.PlayerLevel).ToList();
if (upperLevels.Count == 1) // 1 contain cur level
return Retcode.RetGridFightGameplayLevelMax; // already max level
Data.LevelExp += exp;
// LEVEL UP
var costExp = 0;
var targetLevel = Data.CurLevel;
foreach (var level in upperLevels)
{
if (level.LevelUpExp + costExp > Data.LevelExp)
break;
if (level.LevelUpExp == 0) continue; // max level
costExp += (int)level.LevelUpExp;
targetLevel = level.PlayerLevel + 1;
}
if (targetLevel > Data.CurLevel)
{
await UpgradeLevel(targetLevel - Data.CurLevel, false);
}
if (sendPacket)
{
await Inst.Player.SendPacket(new PacketGridFightSyncUpdateResultScNotify(
new GridFightGoldSyncData(GridFightSrc.KGridFightSrcNone, Data),
new GridFightPlayerLevelSyncData(GridFightSrc.KGridFightSrcNone, Data),
new GridFightMaxAvatarNumSyncData(GridFightSrc.KGridFightSrcNone, Data),
new GridFightBuyExpCostSyncData(GridFightSrc.KGridFightSrcNone, Data)));
}
return Retcode.RetSucc;
}
public async ValueTask<Retcode> UpgradeLevel(uint level, bool sendPacket = true)
{
if (!GameData.GridFightPlayerLevelData.TryGetValue(level + Data.CurLevel, out var levelConf))
return Retcode.RetGridFightGameplayLevelMax;
// adjust exp and other stats
for (var i = Data.CurLevel; i < level + Data.CurLevel; i++)
{
if (!GameData.GridFightPlayerLevelData.TryGetValue(i, out var curLevelConf))
break;
Data.LevelExp -= curLevelConf.LevelUpExp;
}
Data.CurLevel += level;
Data.MaxAvatarNum = levelConf.AvatarMaxNumber;
if (sendPacket)
{
await Inst.Player.SendPacket(new PacketGridFightSyncUpdateResultScNotify(
new GridFightGoldSyncData(GridFightSrc.KGridFightSrcNone, Data),
new GridFightPlayerLevelSyncData(GridFightSrc.KGridFightSrcNone, Data),
new GridFightMaxAvatarNumSyncData(GridFightSrc.KGridFightSrcNone, Data),
new GridFightBuyExpCostSyncData(GridFightSrc.KGridFightSrcNone, Data)));
}
return Retcode.RetSucc;
}
#endregion
#region Information
public uint GetFieldCount()
{
return 4 + 6;
}
#endregion
#region Serialization
public override GridFightGameInfo ToProto()
{
var roleComp = Inst.GetComponent<GridFightRoleComponent>();
var itemsComp = Inst.GetComponent<GridFightItemsComponent>();
return new GridFightGameInfo
{
GridBasicInfo = new GridFightGameBasicInfo
{
GridFightCurLevel = Data.CurLevel,
GridFightCurLevelExp = Data.LevelExp,
GridFightLevelCost = Data.BuyLevelCost,
GridFightMaxAvatarCount = 9,
GridFightOffFieldMaxCount = 6,
GridFightMaxFieldCount = Data.MaxAvatarNum,
GridFightLineupHp = Data.CurHp,
GridFightCurGold = Data.CurGold,
GridFightMaxInterestGold = Data.MaxInterest,
GridFightComboWinNum = Data.ComboNum,
OCMGMEHECBB = new OPIBBPCHFII
{
},
GameLockInfo = new GridFightLockInfo
{
LockReason = (GridFightLockReason)Data.LockReason,
LockType = (GridFightLockType)Data.LockType
},
GridFightTargetGuideCode = Data.GuideCode,
TrackTraitIdList = { Data.TrackingTraits },
RoleTrackEquipmentList = { Data.TrackingEquipments.Select(x => x.ToProto(roleComp, itemsComp)) },
GridFightMaxLevel = Data.MaxLevel
}
};
}
#endregion
}
public static class GridFightBasicComponentExtensions
{
public static RoleTrackEquipmentInfo ToProto(this GridFightEquipmentTrackInfoPb equip, GridFightRoleComponent role, GridFightItemsComponent items)
{
var info = new RoleTrackEquipmentInfo
{
TrackRoleId = equip.RoleId,
TrackPriority = equip.Priority,
GridFightItemList = { equip.EquipmentIds },
};
var targetRole = role.Data.Roles
.FirstOrDefault(x => x.RoleId == equip.RoleId && x.Pos <= GridFightRoleComponent.PrepareAreaPos);
if (targetRole == null) return info;
foreach (var uniqueId in targetRole.EquipmentIds)
{
var item = items.Data.EquipmentItems.FirstOrDefault(x => x.UniqueId == uniqueId);
if (item != null && equip.EquipmentIds.Contains(item.ItemId))
{
info.TrackEquippedIdList.Add(item.ItemId);
}
}
return info;
}
}